Forums » Suggestions

An idea about combat log off.

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Jan 15, 2018 yodaofborg link
So lots of changes are sure to be coming no doubt, but one of my biggest annoyances in all the years I've played VO is players being able to run and simply log off to avoid combat, now I am probably a little bit more salty about this than usual so please be kind lol but it happens in a lot of online games and no universally happy solution will ever be found, but with VO being a Space Combat MMO - primarily - I think it does need a little more care than just "duh but what if I need to go while you are attacking me?".

Simple, do not be in a position where I can do damage to you, or hail you, if you may need to log off. This is an online game after all.

Well currently, the newest fix for this was to add a 30 second timer to the logoff sequence if someone has hailed you. This does not stick across jumps though, and it can get annoying to remember; especially because some laggy players can actually take the 30 seconds required to actually load a sector, then simply disappear. This should be extended - to 5 minutes - and should persist between sectors. The only time the count down should expire sooner is upon entering a station. Also a damage component should be added to this, so if you have taken damage from a player, you simply cannot log off for 5 minutes. Until you dock of course. Docking at a station (but not a capship, for obvious reasons) should clear all the above timers, and then you can simply log off instantly if you so desire.

Combat log outs are lame guys, and more of you are doing it to save cargoes and the likes. It might be a valid tactic that you can use right now, but come on, it should not be.
Jan 15, 2018 Niki link
Yes
Jan 15, 2018 -Wash- link
+1
Jan 15, 2018 aaronund link
+1
Jan 15, 2018 Pandoram link
-1000 :p , instead of stealing other players cargoes manu/farm the stuff yourself
30 sec timer is Good for now
Jan 15, 2018 greenwall link
-1
Jan 15, 2018 Xeha link
+1
who even abuses this? this should be reported...
Jan 15, 2018 greenwall link
lol xeha
Jan 15, 2018 Pizzasgood link
Sometimes a person really does need to exit the game immediately, and they shouldn't have to jump through hoops to kill the client. A better solution is to extend the temporary capship persistence to all ships. That way when somebody needs to leave, they can log out immediately without hassle but their ship will continue floating around for a few minutes.
Jan 15, 2018 Nyscersul link
Hehehehe thats all im gonna say
Jan 15, 2018 Luxen link
If some of the laggier new pilots client quits from lag in a hive bot sector, what do you say to them? I dunno about it being a player-hail-based thing, but -1 to making it like a capship timeout. And no, we cant just tell them to deal with it - not everyone is able to find a solution to their lag. Or is in a position to even try.
Jan 16, 2018 Dr. Lecter link
+1

As to Luxen, I'd tell them I don't care about their problems. The mechanics should be tuned for ideal play, not certain players' shitty connections.
Jan 16, 2018 greenwall link
The only thing that annoys me is people logging off mid-jump, in between sectors, which I understood to be something difficult to fix. So long as people can still jump and log out before they enter the new sector, no other changes should be made.
Jan 16, 2018 yodaofborg link
Greenwall, yeah, it was something like that that prompted this thread, the login out during warp thing really needs a look into, and just in my option, a 5 minute timer would sort of fix this. I have chased many a player about, none have taken 5 minutes to load a sector.

Luxen, this is why i said a hail OR player damage. Bots do not hail you, so AI should not cause this timer to extend, but as the good doctor says, screw mobile connections. You really cannot penalise most of the player base just because some have shitty internet.

Pizza, covered this in my OP; if you may need to log off as soon as you see a player, then do not go to places you may encounter players. If you do not encounter a player, you can still log off in 10 seconds like now. This is not going to punish anyone really, except those who log out BECAUSE they came under attack. Honestly even after an attack, if you do not think you will be able to do the 1-2 minute run to ANY station or you may need to log out, go play a single player game or go mining.

Pando, as the biggest user of this, I didn't think you would +1 it.
Jan 16, 2018 meridian link
5 minutes is too excessive, especially if it persists across sectors. Shouldn't have to wait that long in the case where a friendly player is just saying hello. It also doesn't feel like a good fix for the logging out mid-jump problem. How about just having the vacant ship persist in the destination sector for a minute in the case where the player logs mid-jump. The ship could appear the instant the player logs because it is no longer necessary for the sector to load on the logged-out player's client.

Other than players exploiting the mid-jump logout, I would think the only times a player would legitimately log out mid-jump are 1) if they happen to get disconnected mid-jump, 2) The sector is taking a long time to load, like one of the deneb sectors with lots of roids, 3) There is some problem with the server where the sector is not loading
Jan 16, 2018 yodaofborg link
5 minutes is too excessive

Yeah, maybe you are right. 60 seconds should do it in most cases. But I started high as I have seen some players take a lot longer than 1 minute to appear after a warp.

It also doesn't feel like a good fix for the logging out mid-jump problem....etc

I kind of like your idea too, I mean, it is kind of what is supposed to happen if your connection drops or a crash occurs anyway. Just not sure how technically challenging it would be, sounds harder than a universal timer that affects all types of log out, but what do I know? :)
Jan 16, 2018 Nico Okarr link
+1 to the general idea but how about an increased timer that is active only in grayspace and any nation space other than the persons and the usual timer in their own nation space?
Jan 16, 2018 Pizzasgood link
@Luxen: If their game crashes in a hive sector, the existing 60 second persistence before the game recognizes them as having disconnected will probably already get them killed, so extending it a bit to mitigate exploiters doesn't really hurt the innocent people. But if I had to say something to them, I'd probably say something like, "I've died 12,837 times. Get over it."

@Yoda: It is my computer. I should be able to exit any software at any time. When it comes to games, there can and should be penalties for doing that at inopportune moments, but a game should never ever hold somebody's computer hostage for more than twenty or thirty seconds. Is it stupid to play a pvp game when you might suddenly need to leave? Sure. But that stupidity is to be punished in-game, such as by losing a ship and cargo. It is not okay to put the player in a position where the only ways they can exit are by jumping through a bunch of hoops in-game, or by alt-tabbing out and killing the game via the OS. That would be abusive design.

Besides, I don't see any reason to prefer a solution that forces a player to stay in the game under certain circumstances rather than one that instead allows them to exit but persists their ship under those same circumstances. They get to exit the game promptly if they need to, and you get to kill their ship and take their stuff -- win-win. Just have to remember to add a confirmation box when logging out under circumstances that will persist the ship, so that the player is informed of what's happening.

Plus, the persistence approach is more robust since it can be extended to handle forced disconnects rather than only logouts.
Jan 16, 2018 yodaofborg link
I must admit, I have no problem with letting the client exit, and the ship persist. So +1 to that
Jan 16, 2018 greenwall link
Oh and I might I also point out that mobile players would bear the biggest brunt of such a proposed change -- where internet connectivity is often volatile.